public bool GetProgramParameter(GLShaderProgram program, int parameter) { throw new NotImplementedException(); }
private static void initShaders() { var fragmentShader = GetShader(gl, "shader-fs"); var vertexShader = GetShader(gl, "shader-vs"); shaderProgram = gl.CreateProgram(); gl.AttachShader(shaderProgram, vertexShader); gl.AttachShader(shaderProgram, fragmentShader); gl.LinkProgram(shaderProgram); if (!gl.GetProgramParameter(shaderProgram, gl.LinkStatus)) { throw new Exception("Could not initialize shaders"); } gl.UseProgram(shaderProgram); vertexPositionAttribute = gl.GetAttributeLocation(shaderProgram, "aVertexPosition"); gl.EnableVertexAttributeArray(vertexPositionAttribute); pMatrixUniform = gl.GetUniformLocation(shaderProgram, "uPMatrix"); mvMatrixUniform = gl.GetUniformLocation(shaderProgram, "uMVMatrix"); }
public GLAttributeLocation GetAttributeLocation(GLShaderProgram program, string attribute) { throw new NotImplementedException(); }
public GLUniformLocation GetUniformLocation(GLShaderProgram program, string uniform) { throw new NotImplementedException(); }
public void LinkProgram(GLShaderProgram program) { }
public void UseProgram(GLShaderProgram program) { }
public void AttachShader(GLShaderProgram program, GLShader shader) { }